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Lemon-Lime
Aug 6, 2009

Evil Mastermind posted:

Spells take one action to cast, but if there's a Cost you need to pay that too. You pick one of these:
  • Take a 1-stress mental hit
  • Pay a fate point
  • Use a boost you have
  • Spend this action creating advantage, then cast next round.

That's actually reasonably elegant. Neat.

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Lemon-Lime
Aug 6, 2009
Is there any reason why you can't model the power differential in terms of number of stunts/number of skill points or of points they can spend on approaches?

If doing it that way is okay, then Fate can do that, no problem, and it's also fairly easy to do (as mentioned, it's just a question of giving them more/less refresh and more/less skill/approach points). Beyond that, it's just a matter of how you stat enemies and set TNs.

Also, pick up Venture City Stories, it's PWYW and has some guidelines on how to model superpowers using stunts.

Lemon-Lime fucked around with this message at 14:10 on Apr 28, 2014

Lemon-Lime
Aug 6, 2009
That honestly reads like it really just ought to have been an FAE game with Action/Banter/Intrigue/Science being the approaches. Why complicate it with skills? :(

Lemon-Lime
Aug 6, 2009

Captain Walker posted:

I would agree with Cyphoderus in that it's still dark, it just no longer grants a bonus

It actually still grants a bonus, you just need to pay a FP to use it - it's a situation aspect and won't go away until it makes sense for it to go away, so subsequent people can invoke it.

Lemon-Lime
Aug 6, 2009
The Trouble is what complicates your life, it's not necessarily a downside. "Greatest Swordsman in all the Realms" works perfectly fine as a Trouble aspect, for example (because everyone's heard of you and young punks are going to challenge you to duels every five minutes), although you'd want a High Concept that explains why that's your Trouble and not your High Concept (e.g. "Retired Hero" or "On His Imperial Majesty's Secret Service," which explain why being recognised as the Greatest Swordsman is a pain in the rear end).

Lemon-Lime fucked around with this message at 11:01 on Jun 14, 2014

Lemon-Lime
Aug 6, 2009

This is a good way of having a difference between arcane and divine magic, too.

Lemon-Lime
Aug 6, 2009

JDCorley posted:

I played some Venture City Stories, got depressed, and wrote a blog post about it.

This is from a while back, but: Venture City Stories updated on Monday to fix this issue:



Honestly, I think the "NPCs can only combine up to the faction's rating" rule would have been better, but at least this is a fix.

Lemon-Lime
Aug 6, 2009

gnome7 posted:

The fight is just reaching the guy.

Seconding this - and make sure the sniper can also oppose them by shooting stuff to create new obstacles, rather than just suppressing fire.

Lemon-Lime
Aug 6, 2009
Having read through Atomic Robo's stat blocks, I'm thinking of doing a generational supers games where everyone has several different characters in several different eras, all with a unifying theme/identity (mechanically represented by having a similar/identical Concept on all your characters - i.e. Atomic Robo and his Robot aspects, or the Sparrows and Britain's Top Agent).

The idea would be to have a flashback mechanic that's used to switch time periods during play and provide backstory for a "later" era - so you could be fighting some evil Russian mercenaries in the 00s and flash back to the 60s/70s era where your Cold War characters are fighting some evil Soviet spies, and use the scene to provide backstory/context for the evil Russian mercs.

The setting would obviously be the real world, and you wouldn't have to detail it out at all beyond some general notes on what the PCs would be in each era (e.g. 16th century PCs are people like Robin Hood and the Three Musketeers, 1890s PCs are gentlemen inventors, explorers and vigilantes; 1930s/40s PCs are vigilantes fighting organised crime or serving as Allied special commandos, fighting Hitler's wizards and werewolves; 1970s PCs are superspies or superheroes fighting for their bloc; etc.).

I'm not too sure what to actually do for the Flashback mechanic, though. Maybe "pay a fate point to trigger a flashback and play out a scene from an earlier era that's related to the current scene in whatever era the game is primarily set for this session, get a free scene aspect with some free invokes?"

e; how's this?

Once per scene, everyone at the table can pay 1 Fate Point (each) to trigger a Flashback. A Flashback "pauses" the current scene and establishes a new scene set in an earlier era which serves to contextualise the paused scene. For example, while fighting some Russian mercenaries smuggling nuclear weapons, you could choose to Flashback to the Cold War or World War II eras to frame a scene about your characters in that era fighting the rogue Soviet spies or the Nazi scientists who hid those nukes.

Regardless of how the scene goes, once it is over, everyone should agree on a new, relevant scene aspect that reflects the newly-uncovered backstory. That aspect starts with one free invoke per Fate Point paid to trigger the Flashback (so if there were five players, each paying one Fate Point, the scene aspect starts with five free invokes).

Lemon-Lime fucked around with this message at 11:08 on Jul 25, 2014

Lemon-Lime
Aug 6, 2009

Comrade Gorbash posted:

In addition to the big Flashback scene to get an aspect, perhaps PCs could use a Flashback as a consequence, similar to the Interesting Times concept in Tianxia or Collateral Consequences?

This is a pretty great idea, actually. My main issue with the rules I have so far is they feel kind of handwavey and it definitely feels like I could have a more developed framework for what the Flashbacks actually do.

petrol blue posted:

That sounds equal parts brilliant and a nightmare to run! I'd suggest taking a look at Microscope would be a good move, it deals with generational stuff well, and might be able to be merged into fate (or cannibalised for ideas). At very least, you'll probably want some sort of timeline on the table for players to keep track of what's going on.

Since the whole thing is just an excuse for people to have multiple related characters so you can rotate time periods between adventures like you'd expect in comics, I hopefully shouldn't need to use Microscope, but a timeline is totally a good idea.

Lemon-Lime
Aug 6, 2009
There's a rudimentary cybernetics system in the System Toolkit.

Lemon-Lime
Aug 6, 2009
Public playtest for the Eclipse Phase Fate conversion kit is now available: http://eclipsephase.com/readme-ep-transhuman-fate-playtest-forum-guidelines

Lemon-Lime
Aug 6, 2009

Transient People posted:

RPGs are ran on Roguelike mode. You have but one life to live, after all...so why take a risk with sucker's bets?

Because sometimes succeeding is a lot more important than not dying.

Lemon-Lime
Aug 6, 2009
Give them a free invoke if they make a pun you think is good/not overly-hackneyed.

Lemon-Lime
Aug 6, 2009
You could probably do it, but you'd be bending Fate so far over it wouldn't be worth it - i.e. you'd essentially just be playing Dungeon World using 4dF instead of 2d6, which is pretty pointless.

Honestly, Fate already has failing forward, which is the part of PbtA that truly matters. If you want to shift it closer to PbtA, you could just change the success categories to -2-/-1-1/2+ instead of -1-/0/1-2/2+.

Lemon-Lime fucked around with this message at 20:25 on Feb 16, 2015

Lemon-Lime
Aug 6, 2009
I'm converting our current Age of Rebellion campaign to Fate Core, since it's a much better system for Star Wars than FFG's, and it's pleasant how easy the whole thing is. I don't need to bother with modelling Force stuff since it's a gritty military/espionage campaign, and the only thing I've had to do is rename most of the skill list and add Computers (Overcome, Create Advantage, Attack) and Medicine (Overcome, Create Advantage, can heal consequences by rolling vs. Fair/Great/Fantastic for Mild/Moderate/Severe).

If anyone cares, here's my skill list (matching Core skill in brackets where applicable): Athletics (Physique), Charm (Rapport), Coercion (Provoke), Computers, Contacts, Cool (Will), Coordination (Athletics), Deception (Deceive), Empathy, Investigation, Knowledge (Lore), Mechanics (Crafts), Medicine, Melee (Fight), Piloting (Drive), Ranged (Shoot), Resources, Skulduggery (Burglary), Sneaking (Stealth), Vigilance (Notice).

For stunts, I'll probably do what I can to convert the various career/specialisations' talents to stunts, since they should map fairly well.

For races, I'm probably going to go ahead and assign four skills to each race and let the players get +1 in two of them.

Lemon-Lime fucked around with this message at 00:07 on Feb 20, 2015

Lemon-Lime
Aug 6, 2009

Hugoon Chavez posted:

Why not add an extra Race Aspect with a free invoke once per game? I feel that's much more flavourful.

It's being done this way by player request - I'm converting this for people who are a lot more used to skills than aspects, and on top of that I think it'd be weirdly un-Star-Wars-y to have a single aspect dedicated to race. Assigning skills to the races wasn't very hard; all I had to do was make sure no two races had more than two skills overlapping with each other, and there's only two races I've not managed to figure out a fourth skill for (Duros and Quarren).

Here's what I have so far: https://docs.google.com/document/d/1Ka2snQ8JRdhozvQwe9pH8CO4h0qFNPRzUElqOF74Thc/edit?usp=sharing

Lemon-Lime
Aug 6, 2009
The modes stuff is in the System Toolkit, so it's not like that part is new.

(I was rereading FSK recently and chuckled when I reached the part where they suggest replacing stunts with literal PbtA moves.)

Lemon-Lime
Aug 6, 2009

Evil Mastermind posted:

I think Mike Olson developed them before the Toolkit; I'm pretty sure the ARRPG playtest happened before the KS, but I'd have to check.

What's FSK?

Fate System Toolkit. I'm on a phone. :v: And fair enough re: modes.

How do people feel about having the Piloting skill be used for all four actions in my Age of Rebellion conversion? I want Piloting to have a low investment so a lot of the party can be passable at it if no one wants to make a dedicated pilot, so the idea is that a Piloting attack represents using the nose guns on the ship and just manoeuvring the enemy into your sights (and so isn't possible without forwards mounted guns, which not every ship will have), but I'm not sure if this wouldn't be better represented by having ship equipment be stunts and having the Nose Guns equipment let you use Piloting to attack.

Lemon-Lime fucked around with this message at 22:42 on Feb 21, 2015

Lemon-Lime
Aug 6, 2009
It's basically the choice between "present attacking with Piloting as an option, but qualify it with the caveat that you need a certain type of vehicle tag" and "present attacking with Piloting as not an option, but make all vehicle equipment into stunts and have one enable it as a skill replacement." The former feels somewhat less elegant but I much prefer having ship equipment just be descriptive tags rather than having to write up stunts for fairly basic gear.

Lemon-Lime
Aug 6, 2009

Kai Tave posted:

Also permitting attacks off the skill provides for things like ramming.

That's already a proviso in Core for Drive (which is essentially what Piloting is), but for some reason the Core skill matrix doesn't have Attack checked for it.

Evil Mastermind posted:

Having ship systems being effective stunts would probably work.

I guess ultimately, the difference between having "nose cannons" be a tag with a mechanical effect and "nose cannons" be a stunt is essentially null, and I could just have a section with "common vehicle equipment effects" that contains all the stunts and just reference them by name only on the vehicle sheet.

I'll do the stunts thing, then, since it feels cleaner. Thanks to both of you.

Lemon-Lime
Aug 6, 2009
I don't suppose anyone's found a big list of post-Fate-Core stunts anywhere online? I wouldn't mind having that on hand as an easy reference while designing stunts since the Core/FSK guidelines are pretty vague. I could make the list myself, but :effort:.

Lemon-Lime
Aug 6, 2009

Covok posted:

Just asking out of curiosity, but has there been any good Halo FATE hacks/guides for using FATE to play in the Halo universe?

What exactly would you need to make a Halo Fate hack? What custom mechanics are required that aren't covered by Fate Core or FAE? I'm not clear on why you need any kind of dedicated hack rather than just running Fate and going "yes, you are space marines fighting the Covnenant instead of [insert action hero stereotype here]."

Lemon-Lime
Aug 6, 2009

Kai Tave posted:

Someone looking for a game that emphasizes a different set of values in trying to port the Halo experience to a tabletop RPG.

Then Fate, of all the things, is not the system you would want to make this in.

Halo as a franchise has plenty of non-Spartan badasses, and the idea of playing a squad of marines totally works, so it's not as if this is even a concern.

Lemon-Lime
Aug 6, 2009

Evil Mastermind posted:

Now that I've had time to think on it, this is why I like VCS for supers; I like good definition of powers without being bogged down in Champions-level math.

Yeah, this is the same thing for me. I feel like VCS does a better job of doing superpowers in Fate than just using Atomic Robo's megastunts.

Lemon-Lime
Aug 6, 2009
Honestly, is there a reason why you wouldn't just use Tianxia?

Lemon-Lime
Aug 6, 2009

ShineDog posted:

Atomic robo is probably the best fate flavour for for a gi joe Saturday morning action one shot, yeah?

Absolutely.

Lemon-Lime
Aug 6, 2009
It makes a ton of sense to laser-focus a Fate conversion on Firewall fighting x-threats, because it's a good way to make the game definitely be "EP but in Fate" while helping GMs come up with campaign aspects and players come up with character concepts, instead of just presenting 1200 pages of setting information and letting you figure out what you want to try to do with it.

Lemon-Lime
Aug 6, 2009

jivjov posted:

Yeah, with regular FAE being $5, I expect Dresden Accelerated to be $7-$10

FAE is $5 because it's designed as an entry-level pamphlet-style book that is being printed at-cost to get people interested in FATE as a "brand." It seems unlikely that a full game licensing a popular literary universe is going to be $7-10 just because it happens to use FAE.

Lemon-Lime
Aug 6, 2009

jivjov posted:

Oh; I thought Dresden Acclerated was going to be similarly pamphlet-sized and priced low.

AFAIK they haven't said anything more about its projected size since they announced it in 2014 and said "we figure we’re looking at a 160-240 page 6"x9" full color softcover." For reference, FAE is 50 pages, and Core is 300.

The point is that FAE was sold at-cost to get people to get in to Fate, and DF:AE is unlikely to be sold at cost (even if it did, that cost will be a lot more expensive).

Lemon-Lime
Aug 6, 2009
DFRPG is Fate, anyone complaining about people discussing it in the Fate thread would be pretty dumb. :v:

Lemon-Lime
Aug 6, 2009
I don't know; I think that for a low number of spells, you could perfectly well get away with modelling one spell = one stunt and having Vancian casting. You'd have to make sure the character doesn't get more than maybe 4 or 5 spells total at any one time, though.

Lemon-Lime
Aug 6, 2009
Iron Street Combat could be good, if the mechanics are there to back it up.

Lemon-Lime
Aug 6, 2009
I'd just straight up use FAE approaches instead of the Core skill list for that, personally, since it means not having to worry if a skill "makes sense" in cyberspace.

Lemon-Lime
Aug 6, 2009
Has anyone published just a long list of Fate Core stunts somewhere? Something for lazy GMs or players who aren't too comfortable with Fate to go look at when they can't think of a stunt to write up.

(Also, corollary to the above: has anyone put together a Fate Stunt Maker like the old Dungeon World monster maker?)

Lemon-Lime fucked around with this message at 21:54 on Mar 26, 2018

Lemon-Lime
Aug 6, 2009

Ettin posted:

There's this, but the author included a bunch of stunts from Fate System Toolkit without including the alternate rules that balanced them, and also a bunch of his own stunts, and hasn't updated it since before Atomic Robo came out, so I can't guarantee it'll help.

This is a stunt maker.

Thanks! The list helps a little, it's just a shame there isn't someone collecting every user-made stunt they think looks acceptable into one location.

That link is a random stunt generator, rather than a thing where people can make stunts and have them stored (like the DW monster maker I linked), though. :v:

Lemon-Lime
Aug 6, 2009

Golden Bee posted:

The thing about Faith is that every game has different stats, and most stunts are either specific bonuses or stat replacement. Unlike apocalypse world, they can’t really give you additional permissions because they don’t know what your aspects are!

For example, in monsterhearts, there’s a move that lets ghosts fly, but if you decide to pick “Avian Bird King” as your high concept, that’s that would be pointless to you. Same as if you choose a game that’s entirely underground, or a game where everyone has a rocket pack.
That’s why nobody has compiled a master list.

The idea isn't to provide some kind of authoritative, exhaustive List Of Stunts, it's to collect a list of user-made stunts that players can use as examples when making their own.

There are plenty of people out there who are playing something that's 80+% Fate Core, there are plenty of stunts that are generic enough to work just fine without having the accompanying character sheets, and it doesn't actually matter if some of them need permission aspects or only make sense in a specific campaign - the idea is to provide more examples than just what's in Fate Core/System Toolkit as a starting point for people's imagination.

Lemon-Lime
Aug 6, 2009
Crossposting from the Kickstarter thread in case anyone wanted to know how Tachyon Squad is:

Lemon-Lime posted:

I've seen a number of ways to do dogfighting in Fate, and they largely all fall into three categories: making the ships characters in their own right complete with their own aspects/stunts/stress/consequences and skills (with or without PC skills adding to them), making the ships just a permission aspect to justify having the players roll their own Shoot/Drive/etc. in space, and something kind of in the middle where ships have their own stress/consequences/aspects but player skills are still rolled.

Tachyon Squadron combines that last option with a revised skill list, since every PC is a pilot, which means the list is focused around the assumption that everyone is going to be flying some kind of fighter (or at least a spaceship). The base list is cut down from 18 to 10 skills, and there are four new skills that are purely about flying: Gunnery (attack), Pilot (defence), Tactics (initiative) and Technology (missile attacks, targeting and emergency repairs).

The catch is that all of these tie in to a special initiative/targeting system: when combat starts, everyone makes a Tactics roll and that places them on the Manoeuvre Chart, which looks like this:



Characters go in order of their Tactics result, with highest going first, but the most important thing is that you can't attack someone who rolled higher than you (because they manoeuvred better and are behind you). Pilot and Tactics can also be used during the engagement to do stuff like get on an enemy's tail (meaning you follow them as they go up/down the chart, unless they use a Pilot overcome to shake you off) or move an enemy further down the chart so they can't attack you/a wingman.

The action economy is also pretty drastically changed to go with this:



Personally, I think this is probably the best system I've seen for doing dogfights in Fate Core, though I've not had the chance to play it. The new skills/manoeuvre chart/action economy stuff give it mechanics specific and crunchy enough to feel worth engaging with and evoke the right flavour.

The only thing I don't like is the skill spread: you get one +4, two +3s, three +2s and four +1s, but there's no reason why you would ever not want to put at least +1 in every ship skill. It would have been a lot smarter to have the four ship skills as a totally separate pyramid instead.

Lemon-Lime
Aug 6, 2009

deadly_pudding posted:

Compel her more often, maybe. It's common for players to suggest to the GM that "this is a good opportunity to compel me on the basis of <X>" as a way of fishing for tokens, so just take her up on the offer if her player is token-hungry enough to cause more problems for herself and others.

Players can also outright self-compel, it's worth remembering.

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Lemon-Lime
Aug 6, 2009
Shadow of the Century text-only copy is out and I hadn't realised they were advancing the setting quite so much:



I guess it makes sense in that Spirit was about playing 20s/30s pop culture heroes in the 20s/30s, and this is about playing 80s pop culture heroes in the 80s, but I'm not sure I like the shift.

Also, this reuses Modes (called Roles in this) with 6 pre-made stunts per, which is really nice for players new to Fate, although I question whether some of these stunts really needed to be stunts at all:



:v:

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